News Assassin's Creed Valhalla - releasing 17 November 2020

prudis

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BUILD YOUR OWN
VIKING LEGEND

Become Eivor, a Viking raider raised to be a fearless warrior, and lead your clan from icy desolation in Norway to a new home amid the lush farmlands of ninth-century England. Find your settlement and conquer this hostile land by any means to earn a place in Valhalla.

England in the age of the Vikings is a fractured nation of petty lords and warring kingdoms. Beneath the chaos lies a rich and untamed land waiting for a new conqueror. Will it be you?


WRITE YOUR VIKING SAGA
Blaze your own path across England with advanced RPG mechanics. Fight brutal battles, lead fiery raids or use strategy and alliances with other leaders to bring victory. Every choice you make in combat and conversation is another step on the path to greatness.



LEAD EPIC RAIDS
Lead a crew of raiders and launch lightning-fast surprise attacks against Saxon armies and fortresses. Claim the riches of your enemies' lands for your clan and expand your influence far beyond your growing settlement.



ENGAGE IN VISCERAL COMBAT
Unleash the ruthless fighting style of a Viking warrior as you dual-wield axes, swords, or even shields against relentless foes. Decapitate opponents in close-quarters combat, riddle them with arrows, or assassinate them with your Hidden Blade.



GROW YOUR SETTLEMENT
Your clan's new home grows with your legend. Customise your settlement by building upgradable structures. Unlock new features and quests by constructing a barracks, a blacksmith, a tattoo parlour, and much more.



SHARE YOUR CUSTOM RAIDER
Recruit mercenary Vikings designed by other players or create and customise your own to share online. Sit back and reap the rewards when they fight alongside your friends in their game worlds.



A DARK AGE OPEN WORLD
Sail across the icy North Sea to discover and conquer the broken kingdoms of England. Immerse yourself in activities like hunting and drinking games or engage in traditional Norse competitions like flyting – or, as it's better known, verbally devastating rivals through the art of the Viking rap battle.




Final announcmenet artwork by Bosslogic


 
Last edited:

Madventure

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AC is probably one of my favorite franchises I can think of and Vikings/Norse stuff are some of my favorite things as well sooo I'm pretty happy.
 
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Madventure

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I know some people were looking for bigger versions, at least I was so surely other people were. I found this somewhere I don't know if it's the largest version available but it was the biggest one i found yesterday at 4,737px × 2,160px
 
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texhnolyze

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If the point of the game is raiding and colonizing foreign lands, how would exploration work then?



"Oh look, there's a settlement over there, I guess I can expect a warm welcome and the folks will give me quests and stuff."
 

ISee

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If the point of the game is raiding and colonizing foreign lands, how would exploration work then?



"Oh look, there's a settlement over there, I guess I can expect a warm welcome and the folks will give me quests and stuff."
Probably similar to Odyssey. You kill and plunder enough till a battle becomes available, then you defeat the boss during the battle and the region swaps sides.
Quests givers didn't care with faction you currently supported in AC:O
 
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Ex-User (119)

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settlements etc

No, not tower defense, so raiding, it’s really going out into the world. You’re out into England to attack various enemies, various factions to weaken them to gain resources using your raiding party and you bring back those resources to your settlement, and you use those resources to grow your settlement. Growing the settlement is really about the people, it’s about the relationships, it’s about the buildings that you put in that a lot of gameplay features rely on. There’s customization that you can do in the settlement itself. The settlement is part of the the personal journey of Eivor and we want players to make it their home and to make it a place that they can come back to feel comfortable in and know every single face in the community, to be able to have a relationship with these people.

Eivor has a very similar role which is to settle people and to grow a thriving settlement. So all of a sudden the settlement is a big new feature of the game that is at the heart of the motivation of the journey, the character. As an example, every building that we can place in the settlement, has a gameplay value. You can invite people to arrive into your settlement and they bring something along with them.

But at this time, England is not very welcoming to Vikings, so players to succeed, players will go on raids. So you have a long ship you have a raiding party, your Raiders are people that you can find in the world, they are people that you go on journeys with, there’s characters within the raiding party that you can customize as well. So the raiding party, raiding itself, the longship these are all big new features of the game. This is based on a lot of battles that happened during this time period, the players will go on these epic fortification attacks.


combat

The combat itself, if you’re going to do a game that represents a Viking and the Viking experience, you have to nail combat in all its visceral nature. So the weaponry, the feeling of impact, the feeling of that thump when axe hits into something we needed to deliver on that, so combat has had a huge reinvention towards that sort of more brutal weighty angle.

You wouldn’t be a Viking raider without raids, and Assassin’s Creed Valhalla lets you lead surprise longship attacks to pillage enemy territories for much-needed resources, or launch massive assaults against rival Saxon strongholds. Raids will be more action-packed and brutal than anything Assassin’s Creed has seen before, thanks to a visceral new combat system that lets you bash, dismember, and decapitate your foes. Eivor will be able to dual-wield axes, swords, and even shields against the greatest variety of enemy types ever seen in Assassin’s Creed. And if you want to mix it up, the return of the Hidden Blade allows Eivor to assassinate targets with deadly precision.

The third element to combat improvement is the effort we’ve put into the variety of enemies, that are incredible unique using the environment and using one another against the hero. We wanted to make sure that if you’d been playing for 15-20 hours, that you were still seeing stuff you’ve never seen before so a lot of effort has gone into the enemy side of combat.

skill system / rpg system,


So in terms of RPG and progression, our goal was to actually bring in kind of a fresh new take on it. Something that is much more anchored into the world itself and into the concepts of skills and so on. We do have a very different take than what we’ve previously done, all in the hopes of actually making the Viking experience shine a bit more.


so an example, we have this giant skill graph. It’s a really large skill tree where players can really customise the kind of Viking they that they want to play as. Hopefully people see a lot more play style customisation within that. Our angle is much more about letting players, sort of, enjoy the experience of the game as they want. In terms of of the RPG progression. So a lot of effort has gone into these skills. We have the return of abilities, but of course all the abilities are again anchored and rooted and very Viking themed We’ve gotten rid of the idea of levels as well. Instead we now have power, so again power is something that is rooted in the skill set of the hero. So based on the skills you’ve learned you gain power, and so there’s been a shift in the way we handle RPG and progression to make it a more play-style centered and focused on what players out there want to do in the game.

Well, with Valhalla, with the balancing of the game, it’s our angle, our goal is to just let players play the content they want. Again we built a really intriguing world that takes place in Dark Ages England and Norway. By the way, when you leave Norway to England, you can always go back to Norway, so we built these really beautiful breathtaking living worlds, and we want players to play the content as they wish to play it. That’s the way the game is being balanced. So, people want to focus on narrative, there’s no issue there, people want to focus on their settlement, again, no issue there. It’s really up to players to decide how they want to consume the content. That’s always been our angle and again, this, we’re showcasing Eivos’ personal journey, we’re really focused on that. So again, if people want to focus on that personal journey and the relationships that come out of that they can do that.
 

Kurt Russell

SUPREME OVERLORD OF EVIL
Sep 6, 2018
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settlements etc

No, not tower defense, so raiding, it’s really going out into the world. You’re out into England to attack various enemies, various factions to weaken them to gain resources using your raiding party and you bring back those resources to your settlement, and you use those resources to grow your settlement. Growing the settlement is really about the people, it’s about the relationships, it’s about the buildings that you put in that a lot of gameplay features rely on. There’s customization that you can do in the settlement itself. The settlement is part of the the personal journey of Eivor and we want players to make it their home and to make it a place that they can come back to feel comfortable in and know every single face in the community, to be able to have a relationship with these people.

Eivor has a very similar role which is to settle people and to grow a thriving settlement. So all of a sudden the settlement is a big new feature of the game that is at the heart of the motivation of the journey, the character. As an example, every building that we can place in the settlement, has a gameplay value. You can invite people to arrive into your settlement and they bring something along with them.

But at this time, England is not very welcoming to Vikings, so players to succeed, players will go on raids. So you have a long ship you have a raiding party, your Raiders are people that you can find in the world, they are people that you go on journeys with, there’s characters within the raiding party that you can customize as well. So the raiding party, raiding itself, the longship these are all big new features of the game. This is based on a lot of battles that happened during this time period, the players will go on these epic fortification attacks.


combat

The combat itself, if you’re going to do a game that represents a Viking and the Viking experience, you have to nail combat in all its visceral nature. So the weaponry, the feeling of impact, the feeling of that thump when axe hits into something we needed to deliver on that, so combat has had a huge reinvention towards that sort of more brutal weighty angle.

You wouldn’t be a Viking raider without raids, and Assassin’s Creed Valhalla lets you lead surprise longship attacks to pillage enemy territories for much-needed resources, or launch massive assaults against rival Saxon strongholds. Raids will be more action-packed and brutal than anything Assassin’s Creed has seen before, thanks to a visceral new combat system that lets you bash, dismember, and decapitate your foes. Eivor will be able to dual-wield axes, swords, and even shields against the greatest variety of enemy types ever seen in Assassin’s Creed. And if you want to mix it up, the return of the Hidden Blade allows Eivor to assassinate targets with deadly precision.

The third element to combat improvement is the effort we’ve put into the variety of enemies, that are incredible unique using the environment and using one another against the hero. We wanted to make sure that if you’d been playing for 15-20 hours, that you were still seeing stuff you’ve never seen before so a lot of effort has gone into the enemy side of combat.

skill system / rpg system,

So in terms of RPG and progression, our goal was to actually bring in kind of a fresh new take on it. Something that is much more anchored into the world itself and into the concepts of skills and so on. We do have a very different take than what we’ve previously done, all in the hopes of actually making the Viking experience shine a bit more.


so an example, we have this giant skill graph. It’s a really large skill tree where players can really customise the kind of Viking they that they want to play as. Hopefully people see a lot more play style customisation within that. Our angle is much more about letting players, sort of, enjoy the experience of the game as they want. In terms of of the RPG progression. So a lot of effort has gone into these skills. We have the return of abilities, but of course all the abilities are again anchored and rooted and very Viking themed We’ve gotten rid of the idea of levels as well. Instead we now have power, so again power is something that is rooted in the skill set of the hero. So based on the skills you’ve learned you gain power, and so there’s been a shift in the way we handle RPG and progression to make it a more play-style centered and focused on what players out there want to do in the game.

Well, with Valhalla, with the balancing of the game, it’s our angle, our goal is to just let players play the content they want. Again we built a really intriguing world that takes place in Dark Ages England and Norway. By the way, when you leave Norway to England, you can always go back to Norway, so we built these really beautiful breathtaking living worlds, and we want players to play the content as they wish to play it. That’s the way the game is being balanced. So, people want to focus on narrative, there’s no issue there, people want to focus on their settlement, again, no issue there. It’s really up to players to decide how they want to consume the content. That’s always been our angle and again, this, we’re showcasing Eivos’ personal journey, we’re really focused on that. So again, if people want to focus on that personal journey and the relationships that come out of that they can do that.
 
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Ruvon

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If there's french speakers here, here's an interview of the historic consultant for Assassin's Creed Valhalla Hugo Orain, by french researcher and teacher about History and Video Games named Romain Vincent and videogame art curator for art galleries Marine Macq.


Maybe it's watchable with automatic subtitles for non-french speakers.
 

ganmo

My Neighbour Totoro
Dec 10, 2018
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looks cool that this time AC takes a spin in the Norse history ;)

now how many more games will it take before AC take a look into the Chinese dynasties again? :D
 

Shahem

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Jan 26, 2020
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Single player with "online" components huh. As long as I can turn them off I'm in.
I don't want no shared world nonsense.
 

Ex-User (119)

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im replaying ac origins now and its amazing seeing things odyssey remove bare in mind origins is the same team doing valhalla so i can easily see these systems being expanded.

something in origins that makes the world come alive playing online is if u got to a camp thats crocidiles for instance and say ive died there and ur in area it gives you a quest to avenge me by killing that mob.

also they have said for valhalla itll have a much more meaty combat with decapitations and stuff and playing origins theres no reason i cannot believe it not to be

 

Ex-User (119)

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more infoo

- Every piece of gear in the world will be unique (there will not be other copies of the same item with different stats). Players can upgrade each piece of gear and can even bring the up to the end of the game if they wish so. Players will also be able to customize the gear at some point in the game.

- Among the weildable items there will be round shields, tower shields, flails, spears, bearded axes, Dane axes and longswords.

- The enemies will be able to use the environment and one another against the player.
 

Ex-User (119)

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to follow up prudis

jesperkyd is the original ass creed soundtracker, sarah did origins soundtrack and also did games like anthem soundtracks. einarselvik is the person who does the vikings tv show music
 
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Ex-User (119)

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my quick smmarary on few things from video

basically. Seems like skill tree is kinder like path of exile but smaller scale. Combat has more weight there is stamina so u can't just spam attacks. Gore is defo nice with beheading etc. Can't speak too much on graphics because it was poorly captured. But reflections have a huge increase in detail. Flame effects are alot better and lod is far better than ody. Animations and some effects seemed missing / bugged we have no idea how old footage is even if recent build its norm to not see full things in places yet
 
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prudis

prudis

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In Assassin’s Creed® Valhalla, you are Eivor, a fierce Viking warrior raised on tales of battle and glory. Explore a dynamic and beautiful open world set against the brutal backdrop of England’s Dark Ages. Raid your enemies, grow your settlement, and build your political power in your quest to earn your place among the gods in Valhalla.

Assassin’s Creed Valhalla will be available November 17, 2020 on Xbox One, Playstation 4, PC and Stadia.
 
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prudis

prudis

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The Assassin's Creed series has always been filled with side quests to complete alongside the main storyline, and these have grown especially prominent in the recent role-playing games like Origins and Odyssey. For Assassin’s Creed Valhalla, however, Ubisoft has completely changed its approach to side quests. In fact, they aren’t really in the game at all.

Speaking to GameSpot just before Ubisoft Forward, narrative director Darby McDevitt explained that “world events” are included in Assassin’s Creed Valhalla, but the traditional side quest is “almost nonexistent.” There are longer story arcs to complete as part of the main questline, but extra activities you complete will happen more spontaneously and won’t necessarily be quests you have to seek out.

This approach was chosen to fit the narrative, as the protagonist Eivor arrives in England as an invader rather than a native. Having quest-givers left and right would not make sense, as you’re still actively trying to make alliances.
 
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Aelphaeis Mangarae

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Eivor is an overtly female name, Its' so on the nose, that Norwegian commenters are left baffled by the existence of a male protag option that is also called Eivor.

I'm very interested to see what animus magic they pull out to explain it, but it again reminds me of how Ubisoft have been staunchly unwilling to make a AAA videogame with a female protagonist. They'll make one with a female canon protagonist. They'll make the framing device protag female. But there's this staunch devotion to putting a man on the cover, putting a man in the reveal trailers, even if in this case it's really, really blatant that this game is supposed to have a female viking lead. I can only assume it's internal Ubisoft politics. And bear in mind I don't necessarily oppose having the option, but over the past several years, it has become really evident that Ubisoft will do literally ANYTHING to avoid having a female protagonist. The option to play as either cloaks a really glaring sexism.

The recent revelations that Serge Hascoet, the man with total control over Ubisoft's games until his recent ousting, is a drug-addled, misogynist bully kinda makes me wonder if female protags getting sidelined to Vita games was something coming from the top. This is the guy that forced every Ubisoft game for several years to have towers in it, and then forced every Ubisoft game to severely downplay narrative. Now I don't disagree with the principle that game narrative shouldn't jam cutscene after cutscene down the audience's throat. But after 2014, Ubisoft storytelling very quickly lost coherence as a deliberately result of his overbearing, impossible to challenge authority. Serge forced most of Ubisoft's series to start having blank slate or poorly defined protagonists who acted as thin audience avatars. He was pretty open about this in interviews.

To be quite honest, I wonder if Michael Ancel really wanted to make Beyond Good & Evil 2 into an MMO-like dubiously connected to the original, or whether that was the only option Serge Hascoet would give him. Because a lot of the stuff we've seen from BG&E2 reeks of Hascoet's design mandates.